CONTENTS CREDITS
Art by Jeff Brown, Jacob Jordaens,
Frederic Edwin Church, Phillippe de
Azer.......................................... 2
Champagne, William T. Maud, Peter
Nicolai Arbo, Charles Édouard Delort,
Bauriar..................................... 4 Tech. Sgt. Samuel Benedet, Bénigne
Gagneraux, Wizards of the Coast
Centaur.................................... 6
Some artwork © 2015 Dean Spencer,
used with permission. All rights
Dhampyr.................................. 7 reserved.
Thri-Kreen.............................. 28
TWIN ASPECTS
Born of the power of nature, all hamadryads
are female, and they present themselves in
two aspects.
In their nymph form, they are idyllic
paragons of fey perfection and physical
beauty. Their hair and eyes match the colors
of autumn leaves, from green to russet, gold,
orange, red, and brown. Autumn leaves and
acorns might dangle from a hamadryad’s
hair, and her eyes are clear orbs of green,
white, or gold.
The dryad aspect of a hamadryad is not
dissimilar. However, when a hamadryad
draws on her dryad strength, her features
take on the appearance of skillfully
carved wood, the patterns of the
grain manifesting across her
form like ripples on the
surface of a pond.
FOREST WANDERERS Size. Hamadryads stand between 5 and
Many of the hamadryads that venture out 6 feet tall. Your size is Medium.
into the world are disenfranchised forest Speed. Your base walking speed is 30
spirits seeking justice or revenge for the feet.
destruction of their woodlands. Others have Forest Walk. You can move across
observed some aspect of mortal life that difficult terrain made of part of a tree,
they themselves lack, and they become underbrush, or some other forest growth
obsessed with understanding it. The spirit without expending extra movement.
that drives mortal humanoids to undertake Oaken Rest. Hamadryads don't need to
grand quests and sacrifice everything for sleep. Instead, they meditate deeply,
principle has stirred many hamadryads, remaining semiconscious, for 4 hours a
causing them to abandon their idyllic day. While meditating, you are fully aware
existence in the name of seeking something of your surroundings and notice
more. approaching enemies and other events as
normal. To meditate in this way you must
HAMADRYAD NAMES be in bright light or touching at least six
Names: Atlanteia, Chrysopeleia, Dryope, gallons of clean water. After resting in this
Erato, Eurydice, Phigalia, Phoebe, Pittys, way, you gain the same benefit that a
Tithorea human does from 8 hours of sleep.
Twin Aspects. You know the druidcraft
HAMADRYAD TRAITS cantrip. The other spells you can cast
Ability Score Increase. Your Wisdom depend upon your form. Wisdom is your
score increases by 2, and your Intelligence spellcasting ability for these spells.
or Charisma score increases by 1. You have two forms you can shift
Age. As the spirits of the autumn oak, between—nymph and dryad. You can shift
most hamadryads live as long as the trees forms while meditating with Oaken Rest.
to which they are bound. Some have short Nymph: Once you reach 3rd level, you
lives at one or two hundred years. Others can cast the charm person spell once per
have been known to live for millennia. day. Once you reach 5th level, you can also
Alignment. At one with nature, they can cast the calm emotions spell once per day.
be as calm as the autumn sunset one Dryad: Once you reach 3rd level, you can
moment and as violent as a thunderstorm cast the entangle spell once per day. Once
the next. As such, hamadryads tend you reach 5th level, you can also cast the
barkskin spell targeting yourself at will.
towards chaotic alignments.
Languages. You can speak, read, and
write Common and Sylvan.
KUO-TOA SEA MOTHER’S CHOSEN
Much of kuo-toan life and society focuses
The group of odd, smelly fishmen sailed on religion. The church forms the center of
onwards down the darklake. Pacing the deck every community, both physically and
constantly, and looking into the darkness of metaphysically. Each kuo-toa city is ruled
the water was their leader, Diplool. by a Sunken Council—a group of nine high-
Faintly below the surface a large shape level clerics who direct the citizens in their
passed. Then another. The kuo-toa crew religious observances.
grew silent as the boat rocked in the black Kuo-toa clergy are quick to root out and
waters. Diplool stood closest to the edge, censure anyone or anything they perceive
peering into the deep with his spear ready to as a threat. Because of the swift and
strike, and his shield held high. arbitrary punishments meted out by the
Six tentacles emerged as the water whips, the average kuo-toa follows the
crashed below, and the boat began to rock rituals of Blibdoolpoolp and fulfills the
and sway violently. The deck was ablaze with expectations of the clergy, whether or not
motion as the kuo-toa began running in all he feels especially pious.
directions. Poolgib and Gliplip were the first DEEP PARANOIA
to be grasped by their legs and dragged, Kuo-toas view everyone with suspicion;
yelping into the water by the aboleth. in fact, they often report real or alleged
-F. Sherman, Darkness Below transgressions of even their own family
Kuo-toas are theocratic fishfolk who dwell in members to the community cleric. Justice
the deep lakes of the Underdark. A kuo-toa (or at least trial, sentencing, and
sports fine scales of varying pigmentation. punishment) follows swiftly. Kuo-toas have
The color varies with the kuo-toa’s mood, a well-deserved reputation for dealing
ranging from dark red when he is angry to duplicitously with other races, though the
white when it is frightened. A kuotoa’s body drow are a notable exception to this rule.
is shaped like that of a short, pudgy human, The typical kuo-toa has no scruples about
but its slender arms and legs end in broad betraying a trust if he feels that doing so is
hands and distended feet that resemble in his best interests and not apt to produce
flippers. The air around a kuo-toa carries a unwanted repercussions. The kuo-toas
faint odor of rotting fish. This scent is maintain friendly relations with the
natural but can be enhanced by perfumes of drow. The only portions of a kuo-toan
kuo-toan manufacture. settlement where drow are forbidden are
the church and the spawning pools.
KUO-TOA NAMES
Kuo-toan given names usually mimic rushing Deep Fisher. You gain proficiency with
or dripping water in sound. Surnames are naval vehicles, shields, and nets.
descriptive words or phrases, often religious Adhesive Coating. You can use your own
in nature. body oil and other materials to give your
Male Names: Drapood, Joparg, Oomkaan, shield a finish almost like flypaper, capable
Moolowik, Nilbool, Poolidib, Poolp, Prin, of holding fast any creatures or items that
Pripp, Prirr, Rripp, Rropp, Urlurg, Vuoor. touch it. When a creature misses a melee
Female Names: Bibble, Bilpl, Bilpli, Blipool, attack against you, they must make a
Lill, Lilli, Pliil, Pliili, Uustra. Strength saving throw or the weapon sticks
Surnames: Chosen, Devout, Goodhunter, to the shield and is yanked out of its
Goddessgifted, Holy, Motherblessed, wielder’s grip. A creature using a natural
Seachild, Seakin, Undrowned. weapon is automatically grappled if it gets
stuck.
KUO-TOA TRAITS It takes one hour to coat a shield with
Ability Score Increase. Your Wisdom adhesive, but the secretion remains sticky
score increases by 2, and your Constitution for up to three days, or until it actually
score increases by 1. catches something or someone, whichever
Age. Young kuo-toa hatch in spawning comes first. Successfully trapping a
pools and spend their first year of life there. creature or item uses up the adhesive, so
After their amphibian qualities develop, they the shield can trap no further creatures or
are considered adults, and live up to 80 items until its coating is replenished.
years. Pulling a stuck weapon or limb from a
Alignment. Most kuo-toas often follow shield requires a successful Strength
neutral (and occasionally even good) check. The DC of the Strength saving
philosophies, forming a nonvocal majority in throw or check equals 11 + your Strength
most kuo-toan settlements. Because of the modifier.
repressive evil theocracy under which they Slippery Skin. Your body produces a
live, nonevil kuo-toas usually remain silent, foul smelling, slippery oil. If you are not
lest their attitudes get them sacrificed to the wearing armor, you have advantage on
Sea Mother. attempts to escape a grapple. Enemies also
Size. Kuo-toa are fish men of an average have advantage on attempts to escape your
stature, standing around 5 feet tall. Your size grapple attempts. In addition, you can use
is Medium. your action to make a DC 15 sleight of
Speed. Your base walking speed is 25 hand check to escape from nonmagical
feet. You also have a swimming speed of 40. restraints, such as manacles or a rope
Amphibious. You can breathe air and bound around your limbs.
water. Sunlight Sensitivity. While in sunlight,
Enhanced Darkvision. You have superior you have disadvantage on attack rolls, as
vision in dark and dim conditions. You can well as on Wisdom (Perception) checks
see in dim light within 120 feet of you as if it that rely on sight.
were bright light, and in darkness as if it were Languages. You can speak, read and
dim light. You can't discern color in darkness, write Common, Undercommon, and
only shades of gray. Kuo-toa
NOBLE HERDS
Loxos are peaceful creatures that want
nothing so much as to be left alone. Though
they are not aggressive, they defend their
herds ferociously, able to fight in a terrible
rage when necessary. They are fond of
geometric patterns in their simple clothing,
particularly with circle or diamond shapes,
and enjoy creating rustic works of art to
trade.
As is often the case with youths, young
loxos occasionally feel a need to travel
LOXO beyond the traditional territory of their
herd. Intrigued by humans and other races,
THE PLAINS WERE QUIET, AND THE ANIMALS some loxos take up with a group of
were runnning, to their dens. Illia’s ear adventurers for an experience of life
perked up, and she stopped. On the wind beyond the lands of their herd.
there was a sound, first a distant rumble,
then a crash like thunder, growing louder
still. The ground quaked and rumbled, and
GENTLE GIANTS
Isolationist by nature, loxos do not involve
Illia, ever fleet of foot, knew it was time to
run. For this was the stampede of the loxo. themselves in causes or in other species’
problems. They are removed from the
-T. Arama, Hidden Stride struggles between good and evil that
Almost like humanoid elephants, the surface in other parts of the world, favoring
nomadic loxos share the plains with neither side.
humans and others. Loxos are hunter- Loxos venerate nature and strength,
gatherers that prefer the seclusion that having a prevalent druidic tradition and a
comes with miles of open terrain and little secondary priesthood. The worship of the
interaction with other species. They have druids appears to focus on an entity that
roamed the plains for some two centuries, must be an aspect of Hiatea, a deity of
claiming to have arrived from another giants, but also one of nature, agriculture,
world via mysterious means. Only the loxos hunting, and childbirth. Many loxo clerics
are certain where they came from, and they worship their vision of Hiatea, while some
do not speak of it. favor an aspect of Iallanis (also a deity of
giants) for his strength and healing ability.
ELEPHANT FOLK
A loxo appears to be a bipedal elephant,
albeit a bit smaller. Its skin is bluish-gray, LOXO NAMES
wrinkled, and covered with rough, sparse Loxo are given a traditional name by their
hair. It has stocky limbs and fingers, flat herd’s wise elders. This name often
feet, and large ears. Its most striking represents an important loxo who the
feature is the pair of trunks that grow from newborn is deemed to be a reincarnation
its face, framed by large tusks. Each trunk of. Some loxo add the name of their herd as
is about 2 feet long and has three finger- a sort of surname, as their society takes
like-digits at the end. The typical loxo care of children as a group.
stands about 7 to 7-1/2 feet tall and weighs
about 500 pounds. Some loxo have settled Male Names: Alagar, Debib, Gaugan, Jatik,
in more northern climates, and have rapidly Ranjeet, Rohap, Taral, Varien.
adapted to the cold weather. Wooly loxo Female Names: Agrit, Bakal, Devrika,
have thick hair that ranges from white to Jamune, Kasi, Lavika, Otala, Ranial,
deep brown. Shali, Tarali, Valsha
LOXO TRAITS
Ability Score Increase. Your Strength Trample. Once per short or long rest,
score increases by 2. you can use your action to trample your
Age. Loxo are long lived, and remember foes underfoot. You may use your
most of their lives. The oldest can be nearly movement to trample in a straight line for
200 years of age. up to 30 feet. During this movement you
Alignment.To the loxos, everything can freely pass through squares occupied
has its place, but extremes can be by medium or smaller creatures. A creature
detrimental to the survival of the herd. Loxos whose square is passed through must make
tend to be lawful neutral a Dexterity save or take bludgeoning
Size. Loxo are tall and strong, standing damage equal to 1d8 + your Strength
between 7 and 8 feet tall and weighing modifier on a failed save and half as much
nearly 500 pounds. Your size is Medium. on a successful one. If a creature fails its
Speed. Your base walking speed is 30 save, it can't take reactions until the start of
feet. Your speed is not reduced by wearing its next turn.
heavy armor. Elephantine Recall. You can perfectly
Powerful Build. You count as one size recall any path you have traveled, any face
larger when determining your carrying you have seen, and anything you smell.
capacity and the weight you can push, drag, Languages. Loxos speak, read, and write
or lift. their own language. They also learn
Trunks and Tusks. You have two trunks Common and Giant to trade or negotiate
and two tusks you can use to attack. You can effectively.
use your tusks as natural weapons that deal
1d6 + your Strength modifier piercing
damage. You can use your trunks to interact
with items weighing up to (5 + your strength
modifier) lbs as though they were a third or
fourth hand or to grapple a medium or
smaller creature. Your extra hands can only
wield one-handed melee weapons, and when
using your trunks to attack while they hold
weapons you do not add your proficiency
bonus to the attack roll or damage. When
wielding a shield with a trunk,
you do not recieve
any benefits.
MYCONID
LIKE VEINS IN THE EARTH THE FUNGI ROSE CIRCLES AND MELDS
in all colors from that foul smelling crevice. The largest myconid in a colony is its
Deep inside the glow of bioluminescence lit sovereign, which presides over one or more
the interior, and strange mushroom-men social groups called circles. A circle
with beady eyes and wildly varying shapes consists of twenty or more myconids that
peeked out. Then a cloud of strange spores work, live, and meld together.
emerged from the crack in the earth and A meld is a form of communal meditation
descended over Thillian. He froze, only that allows myconids to transcend their
able to move his eyes and listen as the
dull subterranean existence. The myconids'
plodding, squishy footsteps approached.
rapport spores bind the participants into a
Another cloud puffed out of the largest
group consciousness. Hallucination
myconid’s head.
In the back of his mind Thillian heard a spores then induce a shared dream that
voice. “Who you? Need water, yes?” provides entertainment and social
interaction.
-Finn Guy, Deeper into Darkness
Myconids consider melding to be the
These intelligent, mobile mushroms are purpose of their existence. They use it in
among the more unusual creatures that live the pursuit of higher consciousness,
deep below ground. Myconids (occasionally collective union, and spiritual apotheosis.
called fungus ones) are gentle, quiet, shy, Myconids also use their rapport spores to
and thoughtful. They always view outsiders
communicate telepathically with other
with distrust because they assume that all
strangers are destructive and violent. To sentient creatures.
ensure that they can live in peace, they
usually make their homes far from the
more commonly traveled subterranean
paths. If approached peacefully, myconids
gladly provide shelter or allow safe passage
through their colonies.
MYCONID NAMES Pacifying Spores. As an action, you can
Myconids speak no audible language, so eject spores at one creature you can see
their names are often descriptions. within 5 feet of you. The target must
Myconid Names: Bluetop, Caphead, succeed on a Constitution saving throw or
Dimplefoot, Puffball, Redcap, Sporefoot. be stunned until the end of its next turn.
The DC for the save is equal to 8 + your
MYCONID TRAITS Constitution modifier. Once you use this
Ability Score Increase. Your Wisdom trait, you can't use it again until you finish a
and Constitution scores increase by 1. long rest.
Age. Myconids grow slowly over long Hallucination Spores. As an action, you
periods of time. The oldest myconids can can eject spores at one creature you can
live several centuries. see within 15 feet of you. The target must
Alignment. Myconids are peaceful and succeed on a Constitution saving throw or
tend towards good alignments. be poisoned for 1 minute. While poisoned
Size. Myconids stand between 4 and 7 in this way, the creature hallucinates as
feet tall and weigh between 80 and 400 though a major image spell was visible to
pounds. Your size is Medium. them. The target can repeat the saving
Speed. Your base walking speed is 25 throw at the end of each of its turns, ending
feet.
the effect on itself on a success. The DC for
Myconid Magic. Though you lack a
the save is equal to 8 + your Constitution
mouth, you may still cast spells that require
modifier. Once you use this trait, you can't
verbal components. While casting a spell
use it again until you finish a long rest.
with a verbal component you glow blue,
Sunlight Sensitivity. You have
casting a dim light in a 25 foot radius.
disadvantage on attack rolls and Wisdom
Rapport Spores. As an action you may
(Perception) checks that rely on sight when
shoot out a cloud of spores. All creatures
you, the target of the attack, or whatever
within 30 feet of you with an Intelligence of
you are trying to perceive is in direct
2 or higher that aren't undead, constructs,
sunlight.
or elementals can communicate
telepathically with you and with one Languages. You can speak, read, and
another, as long as the creatures share a write Common and Undercommon.
language and are within 30 feet of each
other. The spores’ effect lasts on a creature
until the creature finishes a long rest.
NERAPHIM
THE CHAOS BEAST WRITHED AS THE CHUNK OF
floating earth swayed underfoot. Ila of the
Crashing Wave withdrew her spear and
made a leap to a high up mote. In the chaos
wastes the ground seemed to float of its
own accord, and the swaying of the colors
made a mezmerizing show befire her, but her
eyes were focused on the writhing tentacles
full of spines, teeth, and eyes, and avoiding
its transformative touch.
-D. Purgatorio, Bestia di Rifiuti
Neraphim are roughly humanoid in shape,
with coarse red hide. A neraph has a massive
head shaped somewhat like that of a red
slaad. Chitin-like encrustations on a neraph’s
skin provides it some natural protection.
Neraphim are a nomadic people who hunt
through the maelstrom of Limbo, tracking
their elusive prey. Neraphim have developed
special hunting techniques, giving them
exceptional skill in hunting the chaos beast.
NERAPHIM NAMES
Neraphim have given names and house Darkvision. You can see in dim light
names. Those exiled from a house are within 60 feet of you as if it were bright
usually ceremonially stripped of their house light, and in Darkness as if it were dim
names, though some continue to refer to light.
themselves as such, while others take Natural Armor. You have chitinous skin.
appellations similar to “the Exile,” “the When you aren't wearing armor, your AC is
Stricken,” or “the Houseless.” 13 + your Dexterity modifier. You can use
Male Names: Anh, Cado, Hao, Sam, Tam, your natural armor to determine your AC if
Teo, Thanh, Thuan, Van, Xuan. the armor you wear would leave you with a
Female Names: Chi, Hyunh, Lan, Mai, Nam, lower AC. A shield's benefits apply as
Tham, Trinh, Yen. normal while you use your natural armor.
House Names: Spent River, Hanging Cliff, Motion Camouflage. Neraphim can use
Invisible Sea, Lost Mountain, Burning a technique known as motion camouflage,
Water, Living Stone, Stormy Field. which predatory insects use to trick prey
NERAPHIM TRAITS into thinking they are stationary even
Ability Score Increase. Your Dexterity though they are moving closer.
score increases by 1, and your Constitution When you throw a ranged weapon or
score increases by 1. attack after moving more than 20 feet, you
Age. Neraphim take longer to mature than may use your bonus action to disguise the
humans do, not reaching adulthood until age motion of your strike. The creature
40, but they can live to be older than 400. targeted with the attack must make a DC
Alignment. Even though they hold 13 Wisdom saving throw. On a failed saving
themselves above the general churn of throw, your attack has advantage. Once you
Limbo, neraphim can’t help having a chaotic use this trait on a creature, it cannot be
component in their alignment. They try not to tricked again until the creature finishes a
give in to their chaotic nature, and generally short or long rest.
are successful in this practice. Leaping Leags. Your long jump is up to
Size. Neraphim are between 5 and 6 feet 25 feet and your high jump is up to 10 feet,
tall and weigh between 140 and 240 pounds. with or without a running start.
Your size is Medium. Languages. You can speak, read, and
Speed. Your base walking speed is 30 feet. write Common and Neraph.
AWAKENED OOZE
“FOR SUCH AN OLD PLACE IT SURE IS CLEAN.”
noted Dorin, scholarly stroking his long beard,
and feeling a deep crack in the stone wall.
“But this is the place. I’m sure of it, the
engravings are still here. The ioun stone shall
be ours soon enough.” Further the three
dwarves decended down the corridor, lit only
by the flickering glow of torchlight, their
footsteps echoing into the darkness. At once,
deep into the tunnel a glint of light flickered
back - then from above, and from the deep Size. Your form’s mass fits within a 5x5
gouges in the walls. Dorin screamed as the cube. Your size is always Medium.
first black ooze poured from the cracks above. Speed. Your base walking speed is 25 feet.
Soon silence filled the stone passages again, Psionic Goo. You can speak telepathically
and not a trace of Tullamar, Gombil, or Dorin to any creature within 30 feet of you. The
remained. creature understands you only if the two of
-Julian Blix, The Temple of Slime you share a language. You can speak
telepathically in this way to as many creatures
An ooze, jelly, or slime that lives a long time as you can see.
can evolve to become more intelligent and Slime Sense. You can see with a normal
develop limited psionic ability. Such field of vision, and hear normally, as though
occurrences are more common in oozes that you possessed the proper body parts-
live near psionic creatures such as mind
regardless of your shape. You can still cast
flayers, suggesting that the ooze can sense
spells that require verbal components. While
and mimic psionic ability. Awakened oozes
can also arise from other circumstances such casting a spell with a verbal component you
as the influence of the demon lord Jubilex, or glow the same color as your current form,
the meddling of a powerful wizard. casting a dim light in a 25 foot radius. You
may also perform somatic components of
AMORPHOUS SHAPECHANGERS spells with any part of your body.
An awakened ooze can take any shape it Oozeshift. As an action you may transform
wishes, and often will mimic a sentient race in your oozing body into a new shape. You decide
appearance, becoming a translucent, slimy what you look like, including your height,
version of that race. Most oozes, when facial features, the coloration of your new
awakened, feel attached to one shape which form, and distinguishing characteristics, if any.
they recognize as their identity, and remain in
You can make yourself appear as a member of
this shape for the majority of the time.
another race, though none of your Statistics
NATURE’S JANITORS change. You always appear somewhat
The only purpose oozes serve in the world is translucent and slimy. If you choose no other
to wipe clean the dilapidated, forgotten, and shape, the default shape is a 5x5 cube.
ruined places and free them of vermin, refuse, Amorphous. You can move through a space
and adventurers. They dissolve the grime that as narrow as 1 inch wide without squeezing.
fills a a dungeon with ease. Corrosive Form. When a creature touches
OOZE NAMES you for the first time on a turn or starts its
Most names for oozes sound goopy, in a way. turn while touching or grappling you, it takes
Ooze names are not gendered. 1d4 acid damage. Any nonmagical weapon or
Names: Druplop, Glabbagool, Golblub, armor made of metal or wood that you touch
Jeibblep, Liglook, Lumblup, Ploog, starts corroding. If you are continuously
Pulglug, Slumpod, Rooglek, Rumglub. touching a wood or metal item for 1 minute,
the item takes a permanent and cumulative -1
AWAKENED OOZE TRAITS to attack and damage rolls, or AC. If its
Ability Score Increase. Your Constitution penalty drops to -5, the item is destroyed.
score increases by 2. Your corrosive form can eat through 1-inch-
Age. Most awakened oozes have lived over thick, nonmagical wood or metal in 10 minutes.
100 years before gaining sentience. Languages. You can speak, read, and write
Alignment. Oozes are mostly true neutral. Common, and one language of your choice.
SATYR DAY OF CELEBRATION
Satyrs allow no opportunity for revelry to
THAT NIGHT, AS THE MAN SLEPT, A BEAUTIFUL pass them by. They celebrate any holiday
new melody drifted from the forest and into they have ever heard of—and are entirely
the bridal bower. On the morning of the cognizant that the civilizations of the world
wedding, the lady was gone from the tower. have enough festivals and holy days
The only trace of her was a single delicate between them to justify celebrating on a
footprint outside the circle of cold iron. Try nonstop basis. However, despite their love
as he might, the man who broke his vow to of wine, song, dance, and stories, satyrs are
the satyr never discovered where she had rarely reckless in their hedonism. In the
gone. midst of a celebration, a satyr maintains an
-Bard’s Tale, The Ugly Satyr awareness for danger, and he ensures that
Satyrs resemble humans with the his revels do not cause the creatures he
legs of goats, and they are covered in fur cares about to come to harm.
from the waist down. Most satyrs have a
pair of small horns. A race branded by MAGICAL MUSICIANS
folklore as tricksters, hedonists, and In legend, satyrs are said to produce music
charlatans, satyrs only partially deserve the that is so captivating because it draws on
dark aspect of their reputation. They fey magic for its power. Such legends arise
display the broad shoulders and powerful from the satyrs who have practiced
upper bodies of humans, and most sport enchanting their tunes. When a satyr plays
some kind of facial hair. Their wild, curly its song, its haunting notes burrow deep
hair ranges in length, with younger satyrs into the minds of their enemies, who find
keeping their hair short. Older satyrs let it themselves enthralled by the music.
grow as they age, until it hangs about their The satyrs’ love for song and story makes
shoulders. them excellent bards. Satyrs enjoy few
pleasures as much as a compelling tale,
and a satyr who has a vast collection of
such tales earns the respect of his people.
CALCULATED SATYR TRAITS
A satyr will take risks, but those risks are Ability Score Increase. Your Charisma
typically measured against his preparation score increases by 2 and your Dexterity
and cunning. . Satyrs exercise great caution score increases by 1.
in their exploration, a result of living in the Age. Young satyrs grow quickly to
Feywild with its wild magic and hidden maturity, and live slightly longer than
dangers. When meeting new creatures, humans.
Alignment. Satyrs are driven by curiosity
satyrs are cautious to the point of outright
and hedonism in equal measure, tending
suspicion. When new people have proven
towards chaotic alignments.
themselves trustworthy, a satyr becomes a Size. Satyrs stand between 5 and 6 feet
dedicated and relentless ally. tall. Your size is Medium.
Though many satyrs are shy, they have a Speed. Your base walking speed is 35
natural sense of wonder regarding the feet.
world around them and the creatures Fey Ancestry. You have advantage on
with which they share that world. saving throws against being Charmed, and
magic can’t put you to sleep.
SATYR NAMES Leaping Hooves. Your powerful, goat
Satyrs are given strong or playful names. like legs allow you to spring higher and
All known satyrs are male. farther than most when jumping. If you
Names: Adronus, Barases, Canteon, make a standing leap, your jump height and
Dantes, Gilderos, Pan, Puck, Romeus, jump distance are increased by 5 feet. If
Silenus, Tarteron you have a running start, your jump height
and jump distance are increased by 10 feet.
Magical Music. You gain proficiency in
one instrument of your choice. While you
are playing an instrument which you are
proficient in, you may manifest one of the
following effects. Once you use this trait,
you can not do so again until you finish a
short or long rest. In addition, you may use
an instrument as a spellcasting focus for
any class that uses one.
Alluring Melody: While you play this
melody, creatures within 30 feet of you that
can see and hear you must make a
Charisma saving throw. On a failed save, a
creature acts as though it is under the
effects of the friends cantrip.
Enchanted Lure: While you are playing
this tune, creatures within 30 feet of you
that can see and hear you must make a
Charisma saving throw. On a failed save, a
creature is drawn to your location, and
cannot use their movement to move in any
other direction.
Playing music in this way requires
concentration, and each effect can be
maintained for up to one minute by
continuing to play. The DC for the save is
equal to 11 + your Charisma modifier. A
creature under an effect can repeat the
Charisma saving throw at the end of each
of its turns, ending the effect on itself on a
success.
Languages. You can speak, read, and
write Common, Sylvan, and Satyr.
SAURIAL
FIRST A SCREECH FROM ABOVE, THEN A ROAR TRIBES OF THE VALE
came tumbling from the mists deep in the Saurials are generally peaceful and
heart of the jungle. The six saurials moved contemplative creatures. Although they try
slowly towards the overgrown cliffside. The to expand their numbers to ensure the
few small mammals who resided on the race’s survival, they have no desire to
rock-face dispersed as they approached, conquer new lands or to influence the
disappearing into holes in the cliffside. world around them.
Distantly from the mists came the roar In a typical saurial village, each member
again, and a group of flyers on the wing of the tribe learns a skill that suits him,
flew overhead away from the sound. One such as blacksmithing, weaving, farming,
flyer cried out, but their squeaks couldn’t hunting, carpentry, masonry, or the like.
be understood as words. Saurials prefer to build singlefamily stone
The roar came again, closer this time, dwellings, or thatched huts if material or
and accompanied by the deep hollow time is in short supply. A saurial village
stomping of a giant dinosaur. Breaking usually incorporates more than one
through the treetops was the king himself. subrace, and its members treat each other
as equals and value one another’s unique
-T. Kingsley, Primal Jungles
contributions to the community.
Somewhere in a hidden place known as the SAURIAL NAMES
Lost Vale, lies a colony of intelligent Saurial names often sound like roars,
reptilian humanoids said to hail from rumbles and growls to members of other
another world. These creatures, known as races, featuring “g” and “r” sounds.
saurials, were stranded in Faerûn by the Male Names: Agranar, Brigganar, Deragog,
actions of an evil deity. More intelligent Folg, Girgumm, Garnarr, Surrig, Rengar,
than lizardfolk and inclined to be peaceful Thormug, Vorrigul
and civilized, the saurials have maintained Female Names: Agranna, Briguri, Cigrim,
a thriving community in near-complete Girrili, Mirrig, Rigiri, Rragma, Sigg
isolation for nearly fifteen years. Tales of Surrigil, Vigi
these so-called dragonfolk pervade many
cultures, but few humans have actually
seen them.
DINOSAUR DESCENDENTS
All saurials are generally humanoid in
shape. Each has two arms that end in
clawed hands, two legs, and a
lizardlike tail. A member of the
flyer subrace also has two
“wings”—actually flaps of
skin that extend from its
wrists to its waist that
allow it to fly. The scales
that cover a saurial’s
body are primarily
green, with patterns
of yellow on its back.
SAURIAL TRAITS Slicing Defense. When a creature within
Ability Score Increase. Your Strength 5 feet of you hits you with a melee attack,
score increases by 1. you may use your reaction to make the
Age. Saurials mature by the age of 7 and attacker take piercing damage equal to your
live less than a century. Strength modifier.
Alignment. Saurials tend towards good
or neutrality, but some tend to use their FINHEAD
strength for evil. Finheads have a colorful ridge above the
Size. Most saurials are about the size of brow that makes them more aerodynamic
a human, with the exception of flyers. Your and can sense vibration in the air.
size is Medium. Ability Score Increase. Your Wisdom
Speed. Your base walking speed is 30 score increases by 1.
feet. Aerodynamics. You have a base walking
Claws. Your sharp claws are a natural speed of 35 feet. In addition, if you take the
weapon, which you can use to make Dash action on your turn, while you are
unarmed strikes. If you hit with it, you deal dashing you may treat your base walking
slashing damage equal to 1d4 + your speed as 45 feet.
Strength modifier, instead of the Vibrational Senses. You may use your
bludgeoning damage normal for an bonus action to close your eyes and tune to
unarmed strike. the vibrations of the ground and air around
Lukewarm Blood. Saurials are warm- you gaining tremorsense in a radius of 15
blooded creatures, but they retain heat feet until you open your eyes.
poorly in cold environments. In cooler
climates, saurials can easily die from FLYER
exposure in an environment that a human Flyers are the smallest saurials, with flaps
would find merely uncomfortable. You’re of scaly skin that allow them to take flight.
also naturally adapted to warm climates, as Ability Score Increase. Your Dexterity
described in chapter 5 of the Dungeon score increases by 1.
Master’s Guide. Size. Flyers are the smallest of the
Languages. You can speak, read, and saurials, at barely 4 feet. Your size is small.
write Common and Draconic. Little Flapper. You have a base walking
speed of 20 feet. You also have a flying
Subraces. Several saurial subraces exist, speed of 40 feet. To use this speed, you
although only four—namely bladebacks, can’t be wearing medium or heavy armor.
finheads, flyers, hornheads, and —are Evasive Maneuver. While you are flying
known to populate the worlds of D&D. you can disengage as a bonus action.
BLADEBACK HORNHEAD
Bladebacks have stegosaurus-like blades Hornheads are big as a tall orc. Three
that make a ridge down their spine and tail. sharp horns protrude from its head.
Ability Score Increase. Your Charisma Ability Score Increase. Your
score increases by 1. Constitution score increases by 1.
Bladed Tail. Your tail is a natural Powerful Build. You count as one size
weapon, which you can use to make larger when determining your carrying
unarmed strikes. If you hit with it, you deal capacity and the weight you can push, drag,
slashing damage equal to 1d6 + your or lift.
Strength modifier, instead of the Tri-Horn. Your horns, which sprout from
bludgeoning damage normal for an your nose and brows, are a natural weapon
unarmed strike. which you can use to make unarmed
Blade Fury. When you hit a creature with strikes. If you hit with your horns, you deal
your bladed tail, you may use your bonus piercing damage equal to 1d6 + your
action to make two additional attacks with Strength modifier, instead of the
your claws. Once you use this trait, you bludgeoning damage normal for an
can’t use it again until you finish a short or unarmed strike.
long rest. Piercing Charge. If you move at least 20
feet in a straight line, you may make a
special attack with your horns. If you hit
with it, you deal an additional 1d6 piercing
damage to the target.
SHARDMIND
A VOICE TOUCHED ALAREL’S MIND. “STOP,
elf or every shard in this cave will turn
against you.”
Unafraid, her pacing continued down the
glimmering hallways of crystal, her
torchlight reflecting off the myriad facets.
Finally she emerged into a great cavern,
and saw below her the simple, mouthless
faces of the shardminds. Their glowing eyes
rose to meet hers.
“I’ll be leaving now.” she yelped out to the
crowd.
A thousand voices in her mind replied,
“You will not.”
-J. W. Lurre, The Crystal Cavern
MANTIS MEN
A thri-kreen looks like a bipedal praying
mantis, between 5 and 7 feet tall. Of the six
INSTINCTUAL AMBIVALENCE Multiple Limbs. You have four arms.
While thri-kreen are not needlessly cruel or Designate one as your main-hand, and one
evil, they do not go out of their way to help as your off-hand. You can use your other
others. Simple existence and survival rule extra arms to interact with items weighing
the thri-kreen way of life—the strong live up to (5 + your strength modifier) lbs. In
and the weak die. addition, you can interact with one
additional object or item as part of your
HUNT FOR SURVIVAL turn using these extra limbs.
Thri-kreen lack devotion beyond the Your extra arms can only wield light
convenience of joining with exceptional one-handed melee weapons, and when
hunting companions. Thri-kreen have no using your extra arms to attack while they
traditions of their own and see little value hold weapons you do not add your ability
in those of others. score to the attack roll or damage. When
Thri-kreen have no established religious wielding a shield with an extra arm, you do
practices. However, some of them have not recieve any benefits. The extra arms
become attuned to the hunting and are not coordinated enough to perform
resource aspects of nature deities, such somatic components of spells accurately.
and developed druidic spellcasting abilities. Paralyzing Bite. Your venomous jaws,
and your pair of mandibles are a natural
THRI-KREEN NAMES weapon, which you can use to make
Thri-kreen speak their own language, unarmed strikes. If you hit with it, you
which is composed of clicks and snaps of deal piercing damage equal to ld4 + your
their mandibles. Thri-kreen make no Dexterity modifier, instead of the
distinction between male and bludgeoning damage normal for an
female names, and they have no surnames unarmed strike.
Thri-kreen Names: Chit’al, Drik-chkit, As a bonus action, you may also try to
Gulnik, Kiktul, Klaktuk, Krik, Pok, paralyze a creature with your bite. The
Ptekwe, Tal’tich, Tilnak, Tik-tik creature must make a Constitution saving
THRI-KREEN TRAITS throw or be poisoned for 1 minute. If the
Ability Score Increase. Your Dexterity saving throw fails by 5 or more, the target
score increases by 2. is also paralyzed while poisoned in this
Age. Thri-kreen live lives that range from way. The poisoned target can repeat the
40 years to almost 80 years. They mature saving throw on each of its turns, ending
quickly when they are born and quickly the effect on itself on a success. The DC for
become warriors in their own right. the save is equal to 7 + your Constitution
Alignment. Kreen are spontaneous in modifier + your proficiency bonus. A
most of their actions, and tend towards thri-kreen only produces enough poison for
chaotic neutral. one paralyzing bite per day.
Size. Thri-kreen are between 5 and 7 Sleepless. Thri-kreen don’t require sleep
feet tall and weigh between 100 and 375 and can rest while remaining alert and
pounds. Your size is Medium. performing light tasks. You must spend 8
Speed. Your base walking speed is 35 hours resting in this way to gain the
feet. benefits of a long rest. In addition, magic
Standing Leap. Your long jump is up to can't put you to sleep.
30 feet and your high jump is up to 15 feet, Languages. You can speak, read, and
with or without a running start. Starting at write Common and Thri-kreen.
level 11 you may add a number of feet
equal to half your Dexterity score to these
distances.
Tough Exoskeleton. While you are not
wearing any armor, your Armor Class
equals 13 + your Dexterity modifier. You
can use a shield and still gain this benefit.
VALKYRIE SISTERS OF BATTLE
Valkyries are always female. Valkyries
Now awful is it to be without, as blood-red
instinctively recognize each other as
rack races overhead; is the welkin gory
siblings of a sort, and this sisterhood
with warriors’ blood as we valkyries
causes them to feel a sort of camaraderie
war-songs chanted. Well have we chanted
with one another. On their home plane of
charms full many about the king’s son:
Ysgard, this camaraderie becomes blurred
may it bode him well! Let him learn them
as the valkyries fight one another regularly
who listens to us, and speak these spells
and often participate in the celebrations in
to spearmen after. Start we swiftly with
the Hall of the Valiant. Yet on other planes,
steeds unsaddled—hence to battle with
valkyries rarely fight one another,
brandished swords!
preferring to work together to find brave
-The Song of the Valkyries opponents or to serve a great fighter.